Lt. Morales
Build: Self Defense
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Threat | Hero | Notes | |
---|---|---|---|
3 |
Chromie | Funnily enough, you actually counter Chromie. If you can predict which allies she will aim for, you can mitigate most of her burst, but even if you can't, you can just heal it off. However, if YOU are the one taking the hits, it becomes a problem, as you can't heal yourself as fast. Do your best to dodge her abilities or just stand farther back. |
Caduceus Reactor is the only trait in the game that I think is a near carbon copy of another one,
Second Wind. They are very similar, except that Caduceus Reactor heals based on health percent while Second Wind scales off of a base value (not to mention the healing increases as
Muradin's health decreases). Regardless, both traits share the same purpose. If you ever get low in a fight, just dip out and wait for your regen to begin before jumping back in. As Morales, you are trying your best to stay out of damage anyway, so this trait will be active most of the time. "Everyone wants to shoot the medic first! That's what the giant, life-regenerating shield is for." - Lt. Morales |
Healing Beam is the bread and butter of Morales's kit. It's basically the only reason why you pick her. Click on an ally, and as long as they stay within reach of you, they will constantly receive healing over time, while draining your mana. Keep in mind that this ability has a few properties that might not be obvious: 1. This ability can heal ANYTHING, excluding structures, objective monsters, and bosses. You can heal minions, mercenaries, and even Gazlowe/ Probius turrets. 2. After connecting your beam, there is a short period of time when the beam cannot be broken regardless of distance from the target. 3. The beam will not consume mana if channeled on a full health target. 4. The beam will stay connected as long as the target ally does not leave the radius for long. For example, if Artanis Blade Dashes out of your radius and then returns, the beam will still stay connected. 5. Stuns and silences will cancel the beam while also placing the ability on a short cooldown. |
Safeguard is Morales's burst counter. Upon casting safeguard on an ally, they will take reduced damage from all sources for a short duration. The idea is simple, but this ability may require some practice to use effectively. You want to place it on targets that you know will be focused soon, for example, if they are close to death, or if they had just been pulled in by Stitches or Garrosh. Basically you want to use it on allies that are going to die soon. |
Displacement Grenade is Morales's only form of crowd control (and damage for that matter). You throw out a slow moving grenade that can be reactivated to detonate, dealing a moderate amount of damage and knocking enemies away from the center of the blast. It also automatically detonates upon reaching max range. This ability has a plethora of uses, such as knocking back chasing enemies or blowing enemies into your team. However, these plays are made more difficult because of the weird travel speed of the grenade. It moves fastest right when you cast it, and then slows down as it reaches max range. You might be trying to knock an enemy towards you, just to end up knocking them away because your grenade couldn't outpace them. |
Stim Drone is Morales's first heroic ability, and it is designed to turn your auto attack carries into gods. The idea is simple, if you think a fight is about to break out, stim your carry. Keep in mind that this ability has a channel time that can be interrupted by CC. However, once your channeling starts, it will not cancel even if your target moves too far away. As a result, you kind of want to cast this ability early, right before your team goes in. Another thing to note is that this ability is essentially useless on mages, tanks, or any non-AA hero, so don't pick this one up if you have no AA (but honestly you should try to incorporate one into your team if you are playing Morales). |
Well, if your team somehow forgot to pick an auto attacking hero, then Medivac Dropship will be your pick. It is true that this ability has a much lower pick rate, simply because Stim Drone is just too good for a team to not pick an auto attacker. However, this heroic is by far my favorite in the entire game. You can use this for almost any purpose: Rushing your team to an objective, setting up for a surprise backdoor, or even disengaging. If being used as a disengage, remember that there is a channel time that can be interrupted, as well as a 5 second delay before you are actually allowed to take off. Only disengage with this if you don't think the enemy will have enough burst to take down your Medivac in those 5 seconds. Lastly, I just want to mention that you should not use Medivac to rush to a losing fight, as it is usually safer to just mount and run there. If your team ends up being pushed back, you might accidentally Medivac right into the middle of the enemy team, and that's just a waste of your life and your heroic. If the map is too large and you feel like you have to Medivac in anyway, land very far away from the fight, to make sure you don't die upon landing. |
Prolonged Safeguard A good talent in theory, but the base duration gives you plenty of time to negate the burst you need to. Any sustained damage should be countered by your healing, not Safeguard. |
Feedback Loop If you are facing a heavy burst comp, this talent will help with your mana management as you spam your Safeguards. This talent combos really well with Shield Sequencer at level 16, because both casts of Safeguard will proc this talent. |
Scouting Drone This is one of the very few generic talents still out there, but that doesn't mean it's useless. Pick this talent if you really think you need it for maps like Blackheart's Bay or Tomb of the Spider Queen, as those turn in points are ones you always want vision on. |
Automated Block This is basically the same thing as Block, except that it reduces less damage in exchange for more charges. For the most focused hero in the game, this talent is an essential defensive option, especially when paired with some others like Trauma Trigger. |
Clear! Not only does this talent make it easier to hit enemies with Displacement Grenade, but it also rewards you more for landing the grenade properly. Keep in mind that the increased displacement radius could accidentally ruin skillshots for your teammates, so only use your grenade when necessary. |
Irradiate Not a bad talent in theory, but it kind of loses its luster when compared to the other options in this tier. It essentially provides a Burning Rage effect on whomever you are healing (the damage is almost identical). This can be very helpful if your team SERIOUSLY lacks damage and has a few front liners who you can heal consistently. On maps like Sky Temple or Infernal Shrines, the AOE can provide some decent waveclear against the objective minions as well. |
Cleanse One of the best ways to evaluate a support player's skill is by watching how well they can use cleanse. Now, this is not to say that you should always pick this talent, as sometimes there are simply some CC abilities that are too fast to react to or predict. Some notable heroes you basically always have to take cleanse against are The Butcher ( Lamb to the Slaughter/ Ruthless Onslaught), Chromie ( Temporal Loop), Xul ( Bone Prison), and Dehaka ( Drag/ Isolation, though you can only cleanse the silence of isolation, not the blinding effect). One hilarious thing I discovered recently is that if you cleanse an ally, Stitches and Garrosh cannot use Helping Hand or Into the Fray to save them... oops... |
Stim Drone One of the most important aspects to Morales's value is this heroic. Though it might seem easy to use, the effects of a well timed Stim Drone can be devastating to the enemy. On characters like Valla, Zul'jin, Tychus, or Illidan, a stim can turn them into godlike damage sources. However, be wary before picking this heroic, because there are many heroes that can shut down your auto attackers, essentially negating all the benefits of Stim. Namely, Artanis, Li Li, Cassia, and Johanna all have powerful blinds, and you should either wait for the blinds before stimming, or just not take stim altogether. |
Medivac Dropship If you have absolutely no need for stim (I don't know how this could happen if you chose Morales), then this heroic will be a great pick. The uses of this ability are incredible, and the best use in my opinion is to use it to escape. If the fight starts off with you getting bursted to near death by Illidan or Varian, you can just start channeling medivac back to your base. Your team can follow if they want, and usually it's a good choice for them, because your team wasn't going to win the fight anyway if you jumped into your Medivac. As usual, Medivac can also just be used to rush your team to an objective or whatever, just don't land too close to it in case the enemy is there to wombo combo your team. |
Preventative Care It's probably not as efficient as Intensive Care, but this talent can still save lives. If your team is facing lots of auto attackers, this talent essentially cuts incoming damage by 25% whenever your target is hit. In addition, this buff doesn't require an increase in mana cost *cough* Intensive Care *cough*. |
Spell Shield I have no clue why Morales has this talent, but I'm not complaining. This is probably your best defensive skill outside of maybe Trauma Trigger. With this talent, you can negate most the burst of many cowardly assassins, like Nova and Valeera. Since you won't be taking damage most of the time (or at least that should be your goal), you can always count on spell shield having your back. |
Shield Sequencer After the removal of Inoculation, this has become the only safeguard talent on this tier, but it's not half bad. You can use it to either extend the duration of an existing safeguard (by recasting the ability on the same target before it expires) or to shield multiple people without using more mana. Additionally, Feedback Loop benefits from both casts, so you can actually get more mana back than you used to cast the ability. |
System Shock If you feel like your grenade isn't doing enough to save you or your teammates, you might need this talent to seal the deal. A 50% slow is nothing to laugh at, especially since it lasts 4 SECONDS. However, if you don't think you are confident at landing your grenades, or if the enemy just has too many gap closers, Second Opinion might be the better pick. |
Transfusion I feel like a change will be coming for this talent pretty soon, given that no one ever picks it... The increased duration is a bonus, but Caduceus Reactor 2.0 is just too good. I mean, let's be honest. Everyone knows how terrifying a stimmed Morales is... |
Medbay Once again, I wouldn't recommend this over Caduceus Reactor 2.0, but this talent is not without its uses. The situation is pretty rare, but if your team gets out of a fight in bad shape, you can call down your Medivac for a quick team heal and transport. I just don't understand the need for a team heal if Morales can just do it herself... |
Storm Shield This is the only option at this tier I would even consider outside of Caduceus Reactor 2.0. Morales lacks AOE damage mitigation, and this talent is essentially her only option to do so. My only problem is that you have to position yourself in the middle of your team to get the full value off this talent, and with Morales that can sometimes be a bit dangerous. |
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